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I’m a fuel injected suicide machine. I am the rocker, I am the roller, I am the out-of-controller!

kill! kill! Kill!

a straight road A GAME BY Heiko Günther

Nobody remembers the actual apocalypse. Global tensions led to a world war for the remaining
resources, a conflict that transformed earth into a nuclear wasteland. A relentless sun burns
upon wide ranges, cleared by biological agents, and so forth.

All of that lies deep in the past, and everybody tells his on version. However, that doesn’t really
matter a lot, as long as there are gas stations. And cars. The important question is which gang
rules around here. If you should bolt another piece of armor to your hood. Or perhaps rear guns.

V2.1 ©HEIKO GÜNTHER, 2016 1/10


the game
The players agree on a scenario, use the available budget to buy vehicles, drivers and
equipment. For the first game, just use the first scenario (“Destruction Derby”) and have each
player pick one of the ready-made vehicles (found at the end of the scenario section).

Each round, each vehicle is activated in turn. An activated vehicle first sets its speed and then
drives that far. Additionally, driver and passenger may each take one action. If a vehicle would
leave the game board, a new board is attached and the road goes on.

In the scenario “Destruction Derby”, whoever inflicts the most damage wins. In other scenarios,
the victory condition may vary, as well as the budget per player, turn order and other things.
Some scenarios divide the players into two gangs fighting each other, in other scenarios each
player is on his own.

vehicle cards
Each vehicle has a name, a price and a row of up to seven squares, its ”speedometer“, showing Surprisingly, the future offers a
its available speeds. The highest number in this row is this vehicle’s maximum speed. You will seemingly limitless suppy of fullly
need one pawn for each vehicle to mark the current speed on the speedometer. functional cars, exactly as claimed
by many movies including cars
The highest white number on the speedometer is the vehicle’s road handling: the higher this and the post-apocalypse. To be
number, the better the vehicle handles OffRoad. more precise, all predictions from
The large number in the lower right is the vehicle’s structure value: the higher this number, the all movies apply at the same time.
heavier the vehicle, the more structural damage it can weather and the more likely it will damage Possible incongruities resolve
other vehicles when ramming. The number of squares to the right of the skull is always equal to thanks to quantum mechanics.
this number.

Some of the squares on the speedometer are greyed: those ”slots” represent space for
equipment in and on the vehicle. The larger and more stable a vehicle, the more stuff can
be packed on it and bolted to it without breaking it down. Some slots are underlaying speed
numbers; If equipment is put into this slot, the vehicle can not drive this speed any more, it is
loaded too heavily.

Some vehicle cards indicate additional equipment under the name of the vehicle, for example
”+1 NITRO“. Those are built-in pieces of equipment and included in the price of the vehicle.
They don’t use up a slot but are placed underneath the vehicle card, similar to tuning equipment
or passengers. You can not sell those pieces of equipment.

Some vehicle cards indicate other special rules under the name of the vehicle, for example
“MOTORBIKE” or “SPACIOUS”. See advanced rules for further explanation on these.

You need to represent each vehicle on the board by a suitable model. Print-out vehicle markers
are included in case you do not have Micromachines or something similar handy.

maximum speed
road handling skull slots

1 2 3 4 5 6 speedometer

phoenix streamline 2 structure

15$ price

2/10
driver cards
Each driver has a name, a price and a row of seven numbered squares showing their skill values. In the future, only a good driver
The higher those numbers, the better the driver. will prosper. Prestige is solely
forged behind the wheel, or as
Place the driver card flush at the upper edge of the vehicle card. Thus, each speed on the a mechanic. Gas station owners
vehicle’s speedometer is paired to a skill value of the driver, representing heir ability to control also have some of that. Drivers of
the vehicle at this speed. (see diagram next page) electric cars don’t. Since there is
no power supply system, these
Later in the game, the driver card will be moved to the left, due to structural damage the vehicle
cars have to carry enormous diesel
receives. This represents how the vehicle becomes harder to control the more damage it takes.
generators on their roofs to supply
If the vehicle goes a speed to the right of the current position of the driver card (which therefore the electrical power needed to fuel
is not paired to a skill value), the rightmost skill value on the driver card is used. them. Their not-very-streamlined
shape and unattractive appearance
If the right edge of the driver card is moved to the left past the skull on the vehicle card, the are clear evidence of their driver’s
vehicle has received too much structural damage to go on and is removed from the game - see deficient abilities.
damage, below.

Some driver cards indicate that they consist of a set team of two, a driver and a passenger, for
example „NITRO BELLE & TINKER BELLE“. In the price of this driver, the named passenger
is included and must be used in the same vehicle. The passenger may not be substituted with
another one. Usually, no additional passenger may be used. The named passengers may only be
used with those drivers.

17$ price
mr skin aka satan

6 5 4 4 3 2 2 skill values

equipment markers x3 5$
Each piece of equipment is represented by an equipment marker, which must be placed on
a “mine dropper”
(=built into) a free slot (=greyed square) on the speedometer of a vehicle card.
equipment marker
Each equipment marker has a little picture, a price and sometimes a few key words. All
equipment is described in detail under „equipment“, below.

Passengers and tuning, the greenish markers, do not use up space in vehicles. They are not
built into slots but placed below the vehicle card. Only one passenger is allowed per vehicle.

Some pieces of equipment may only be used a certain number of times per game; This is a “mine”
indicated by for example „x3“ on the marker. Place this number of suitable round usage markers usage marker
as a stack on the equipment marker, for example 3 mines on the mine dropper. These markers
are discarded during the game.

pick your ride


For the introduction game, each player just picks one of the 6 ready-made sets of driver,
passenger, vehicle, and equipment, found at the end of the scenario section. After the first few
games, you might want to customize your vehicle. The Buy Stuff section, in the advanced rules,
explains how to do this.

3/10
Example for a driver in an equipped vehicle: Mr Skin in a Phoenix Streamline

At a speed of 3, Mr Skin has a skill value of 4. Maximum speed of 5; The original maximum speed of 6 is covered
by a piece of a equipment and may not be used.

Hitech armor with 2 usage


mr skin aka satan 17$ markers.

6 5 4 4 3 2 2
The bull bar increases the
structure value of the Streamline
to 3 when ramming.

1 2 3 4 5 6
STRUCTURE +1
This passenger will throw dynamite
sticks at other vehicles.

x2 3$ 2$

2
This streamline is equipped with
phoenix streamline 15$
a Supercharger, allowing it to
accelerate much faster.
MOLOTOV +1 ACC 2 5$

pawn 5$ total price: 47$

setup
The game board always consists of 2 boards attached to each other length-wise. Pick one basic
board without special features and place it as the starting board. Randomly draw and orient a
second one and attach it to the first one in driving direction. Place the boards flush in a way that
produces a straight road.

The vehicles are not yet placed on the starting board. Instead, a setup round is played: Each
vehicle is activated in seating order. Each vehicle may pick its starting speed freely. Each vehicle
enters the starting board on a freely picked complete field on the starting edge. In this first
activation, no actions or rammings are allowed. Some scenarios use a different setup.

rounds
Each round, all vehicles are activated in order of their position, starting with the one in pole
position and activating each in between until the one in the back of the board is reached. In
case two or more vehicles share the same position, i.e. occupy fields in a line orthogonal to the
road, the leftmost activates first, and the rightmost last. Some scenarios use a different turn
order.

For each activated vehicle, the player playing it: (1) sets its speed, then (2) drives and possibly
(3) takes action. After that, the next vehicle activates. Once each vehicle was activated, start a
new round.
Each point of speed corresponds
to roughly 30 to 40 km/h. In the
1 set speed future, nobody has the time or
leisure to bother with speed limits
A pawn on the speedometer of each vehicle card always marks the vehicle’s current speed. At
the begin of its activation, a vehicle’s speed must be adjusted as follows: or similar nonsense. All vehicles
constantly drive a lot too fast. The
• Keep the current speed (= don’t move the pawn on the speedometer) effect reminds a bit of obviously
sped-up movie scenes. Only this
• OR Increase speed by 1 (= move the pawn to the right by one field)
is no movie. All real. Using seat
• OR Decrease speed by up to 2 (= move the pawn to the left accordingly) belts is massively en vogue, as
are airbags and really large power
In case the vehicle had a SpinOut and starts its activation facing backwards, it is first oriented amplifiers.
correctly. It starts this activation with a speed of 0 (= the pawn besides the speedometer) and
may set its speed as usual.
4/10
2 drive To reduce the risk of accidents, all
The speed set for the vehicle must be used completely. For each point of speed, the vehicle crossroads have been abolished in
moves forward by one field, to one of the three fields in driving direction. the future. A single road connects
all important places, primarily gas
In case a vehicle enters a risk or damage field, it is triggered. In case a vehicle enters a field stations, bars and repair shops.
containing another vehicle, it tries to ram it. No vehicle may enter obstacle fields or leave the This road is very long and straight,
game board on the left or right edge. and sets the stage for the drama
that is life in future, a simulation of
In case the speed pawn is not on the speedometer, the vehicle has a speed of 0. It may either
which this games provides.
stay stationary or drive one field backwards.

ram
In case a vehicle enters a field occupied by another vehicle, it tries to ram it. This does not count
as an action but as part of driving. The driver of the ramming vehicle takes a Skill Check.

On a success, they manage to ram the vehicle and pick into which of the 2 or 3 fields opposite
the ramming vehicle’s origin field it is moved. If one of the two vehicles involved has a structure
value of at least 2 lower than the other one, it receives 1 damage.

On a failure, the driver of the rammed vehicle decides if they evade or let themselves be
rammed as described above. If the rammed vehicle evades, its driver decides into which of the 2
or 3 fields opposite the ramming vehicle’s origin field it is moved, and no damage occurs.

When ramming stationary vehicles (with a speed of 0, due to a SpinOut for example), no Skill
Check is required; The ramming is an automatic success.

The black vehicle may drive If the blue vehicle rams the green one, If the yellow vehicle passes the red one as shown,
to one of the three fields the latter evades or is pushed to one of the latter may tackle it and push it to one of the 2
indicated. the 2 fields indicated.. fields indicated. (For tackle, see advanced rules)

new board
If a vehicle enters a partial field at the front edge of the front-most of the two boards in driving Obviously, all cars could drive
direction, randomly draw or pick one of the unused boards and attach it in a random orientation. a lot faster than allowed in the
Place the boards flush in a way that produces a straight road. boundaries of this game. But
since this might lead to damages,
After placing a new board, the vehicle continues its movement. it is generally considered morally
objectionable, at best. Only
At the end of a round a new board is attached, the back-most, currently third, board is removed.
being outdistanced by a group
All vehicles still on it receive 1 damage each and are placed on the back-most complete field of
of vehicles is considered more
the new back-most board.
objectionable.

5/10
3 actions
At any time before, during, or after a vehicle’s movement, its driver (or, if present, its passenger)
may take exactly one action. There are different types of actions, with the most common being
to shoot at other vehicles or drop stuff on the road. For most actions, the vehicle needs to be
equipped with the corresponding equipment.

Driver or passenger of a vehicle without equipment (this may also mean “without working
equipment left”) may only take the action “shoot hand weapon”. For this action, no equipment is
needed.

A passenger does not grant an additional action. A vehicle with a passenger may still only take
one action, but you may pick if you take that action with the driver or the passenger.

The use of equipment that only modifies a roll (bull bar, stabilizer) or the setting of the speed
(Supercharger, Kevlar Brakes, Nitro) does not count as an action. Weapon makers have been a
bit neglected, so far. Of course,
they are held in highest esteem
shoot
and incredibly rich. Weapons of
A driver may shoot their hand weapon at the field directly in the vehicle’s front left. A passenger
all kinds are considered most
may shoot their hand weapon at the field directly in the vehicle’s front right.
honourable in the post-apocalyptic
If a vehicle is equipped with one or more Guns, the driver or passenger may use these to shoot bushido. Considered non-
at one of the three fields directly in its front. If a vehicle is equipped with one or more Rear honourable are remote-controlled
Guns, the driver or passenger may use these to shoot at one of the three fields directly in its trunk lids, underbody lights and
back. Front and Rear Guns may only shoot in a straight line. They may only shoot at the first spoilers. Very sharp-edged spoilers
vehicle in this line. Wrecks and obstacles block this line. that may be used as weapons are
excluded from this group.
If a vehicle is equipped with Molotovs, the driver or passenger may shoot at one of the four
fields to its left or right. A Passenger:Bomber may shoot at the same fields without Molotovs.

In all of these cases, driver or passenger must pass a skill check, both using the driver’s skill. In
case of a fail, nothing happens. In case of a success, the target vehicle suffers 1 damage. Guns
and Rear Guns even cause 1 damage per gun pointing this direction (front or rear).

If a vehicle is equipped with a Rocket Launcher, the driver or passenger may launch 1 rocket. A
rocket may hit a vehicle in a straight line in front of the car, with unlimited range, and causes 2
damage. The exact use is described below, under Equipment.

This diagram shows which fields, in relation to the vehicle, may be targeted using which equipment.
The two hand guns represent the hand gun of driver and passenger, respectively.

drop stuff on the road


If a vehicle is equipped with a Mine Dropper or other equipment that drops stuff on the road, it
may drop a continuous line of mines or other stuff. This turns the fields concerned into damage
fields or something else. The exact use is described below, under Equipment.

6/10
skill checks
Various reasons require skill checks. The base value is the skill value of the driver paired to
the speed currently marked with a pawn on the speedometer (see diagram on page 4). In rare
cases, a bonus (Passenger: Gunner, Stabilizer) may modify that value. Roll a six-sided die. If you
roll equal to or less than the modified skill value, you pass the check.

A roll of 6 is always a fail. Likewise, a roll of 1 is always a pass.

If the (possibly modified) target value for the check is a 0 or a 7, you don’t roll at all; If it is 0 or
less, you fail automatically, if it is 7 or more, you pass automatically.

SpinOut checks
A SpinOut check is a skill check. In case it is failed, additionally to anything else, the vehicle
Nuclear fallout and biological
suffers a SpinOut on the field it is currently occupying.
warfare agent rainfall have covered
To mark the SpinOut, turn the vehicle 180 degrees so it faces backwards, against the driving the whole ground of the future with
direction. Remove the pawn from its speedometer to mark that this vehicle is stationary. Leftover a thick layer of highly endurable,
movement from this activation is lost. excessively slip-proof material, the
wet dream of every contemporary
This vehicle’s activation ends immediately. Until the start of its next activation it remains totally race driver. This may explain how
passive. Until then, it may not tackle, dodge rockets, or evade, and its driver or passenger may cars can come to a full stop from a
not take actions. It may, however, receive damage. speed of roughly 250 km/h, should
they drive on an exploding mine
During its activation, each vehicle takes only one SpinOut check per field it enters, even in
and lose control, for example.
case the circumstances may require 2 or more. In case of success, the driver mastered this
extraordinarily complex situation exceptionally well, in case of a fail, he failed horrendously.
During the activation of other cars, the driver may well have to check for SpinOut again, because
he needs to dodge rockets, is rammed or something else.

OffRoad
All fields to the left and right of the road count as OffRoad. Vehicles are harder to control here.

Every time a vehicle changes from a field on the road to an OffRoad field, or begins its
movement OffRoad, its driver needs to take a skill check. A failure reduces the vehicle’s speed
by 1, to a minimum of 1. In case the vehicle’s current speed is printed in black instead of white,
it instead causes a SpinOut. Most vehicles have speeds up to 3 or 4 printed in white, and higher
ones in black. In either case, a success means the driver keeps total control of the vehicle and
suffers no penalty.

risk f ields
This includes, among other, bushes, oil slicks, craters and road damage. On these fields, there is
an increased risk of losing control over the vehicle, without the danger of damaging it.

If a vehicle enters a risk field, the driver must take a SpinOut check, irrespective of its speed.

damage f ields
This includes larger stones, mines, wrecks and road blocks. Driving through one of these will
definitely damage the vehicle, but the driver may well keep control.

Damage fields count as risk fields in every respect, but additionally and automatically cause 1
damage to any vehicle entering them.

7/10
obstacles
This includes walls, large rocks, tank traps and so forth. No vehicle may enter these fields. These
fields are outlined in red.

In case a vehicle would enter one of these fields, it collides with the obstacle. It receives
damage equal to its current speed and suffers a SpinOut on the field from which it would enter
the obstacle field. The obstacle suffers the same damage (which normally does not matter).

A vehicle that could only be pushed to an obstacle field counts as obstacle. It may not be
rammed and pushed away, but other vehicles may collide with it, as explained above.

damage
Each damage received by a vehicle is applied separately. The driver of the vehicle must do one
of the following per damage: In the future as well, motoring
is war, even though there exists
Discard one armor plate from that vehicle. a plethora of traffic rules. Each
OR Take equipment damage: Flip one piece of equipment on that vehicle to the backside. This motorist is proud to accurately
equipment is damaged and can’t be used any more. It may not be removed from the vehicle. adhere to his or her very own,
Remaining usage chips stay on this equipment. Passengers and Tuning may never be flipped in highly complex, road traffic act
this way. and is willing to enforce it and
prosecute any violation by other
OR Take structural damage: Move the driver card one square to the left. The vehicle itself has drivers in the most direct and
been damaged and is now harder to control. If the right edge of the driver card is moved to the effective way.
left past the skull on the vehicle card, the vehicle has received too much damage to go on and
is removed from the game. Do not remove the vehicle from the board, but flip it to its head, and
leave it as a wreck.

At a speed of 3, Mr Skin now only has a skill of 3.

skin aka satan 17$


Armor and Bull Bar are already
destroyed. The next damage will

5 4 4 3 2 2 destroy the Streamline.

Passenger and Tuning


are still available but may

1 2 3 4 5 6 not be used to avoid


damage.

phoenix streamline MOLOTOV +1 ACC 2 7$ 2


15$

5$

8/10
EQUIPMENT
armor 1$
Place 1 armor plate on each Armor. Armor plates may be discarded to avoid 1 damage each.
x1 1$

heavy armor 2$
Place 2 armor plates on each Heavy Armor. Armor plates may be discarded to avoid 1 damage
each. armor plate
x2 3$

4$ Gun 4$
4$ Guns may be used to shoot at the first car on one of the three fields in a straight line in front
of the vehicle. All Guns are linked and shoot at the same time as 1 action. Each Gun causes 1
damage.

REAR 4$ rear gun 4$


Rear Guns may be used to shoot at the first car on one of the three fields in a straight line in
the back of the vehicle. All Rear Guns are linked and shoot at the same time as 1 action. Each
Rear Gun causes 1 damage.

molotovs 3$
Molotovs may be used to shoot at a vehicle on one of the 4 fields to the left and the right of the
3$ vehicle. This is an action. Molotovs cause 1 damage.

x3 rocketlauncher 6$
Place 3 rocket chips on each Rocket Launcher.
6$ Launching a rocket is an action. Remove one rocket chip from the Rocket Launcher. The rocket
flies in a straight line until it either hits a vehicle, an obstacle, a wreck or leaves the board. Each
vehicle in its flight path must pass a SpinOut check to dodge the rocket. On a success, it must
rocket
move to one of the two fields in his front, left or right, and the rocket flies on. On a fail, it suffers
a SpinOut and is hit by the rocket, which causes 2 damage. Flip the rocket chip on its crater
side and place it underneath the hit vehicle. Craters are risk fields.

x5 Oil Dispenser 3$
Place 3 oil slick chips on each Oil Dispenser.
oil slick
2$ Dropping a line of oil slicks is an action. You may start with any field you leave in an activation
and place oil slick chips in this and all consecutive fields you leave in this activation (See
diagram page 6). The first of these chips comes from the Oil Dispenser, the rest from the
supply. Oil slicks are risk fields. Additionally, a vehicle leaving an oil slick must treat each field it
enters for the rest of this turn as a risk field too.

mine
x3 5$ Mine Dropper 5$
Place 3 mine chips on each Mine Dropper.

Dropping a line of mines is an action and works exactly as dropping oil slicks, above. Mines are
danger fields. As soon as a vehicle enters a field with a mine, it receives 1 damage, has to pass
a SpinOut check and the mine is flipped to its crater side. Craters are risk fields. crater

The red vehicle drives four fields. As its action, it lays


a row of mines in the three last fields it drives through,
turning them into danger fields. Tough luck for green.

9/10
Nitro 4$
4$
Nitro allows to accelerate to maximum speed immediately, instead of regularly setting the
speed. You may not use Nitro when starting an activation with a speed of 0. If you use Nitro on
NITRO an OffRoad field, you must take a SpinOut check on your maximum speed. Using Nitro is not an
action.

STRUCTURE +1
Bull Bar 2$
A Bull Bar gives the vehicle a bonus of +1 on its structure when ramming another vehicle. Each
2$ vehicle may only have 1 Bull Bar.

Tuning
Tuning is a modification or exchange of existing vehicle parts and thus doesn’t use up extra
BRAKE 3 3$
space. Do not place it on a slot but underneath or next to your vehicle card. Using Tuning is
never an action. You may only have one of each type of tuning per vehicle.

Tuning: Kevlar Brakes 3$


ACC 2 5$ When setting speed, you may decelerate 1 more, for a total of 3.

Tuning: Supercharger 5$
When setting speed, you may accelerate 1 more, for a total of 2.
STEER +1 4$

Tuning: Stabilizer 4$
Gives a bonus of +1 on all SpinOut checks (also when dodging rockets).

Passenger
A passenger does not grant an additional action, but may be used for this turn’s action instead
of the driver. The passenger always uses the driver’s skill value.

Each passenger may use their hand gun to shoot at the field directly in the front right of the
vehicle. This is an action.

A passenger sits in the passenger seat and does not use up extra space. Do not place it on a
slot but underneath or next to your vehicle card. You may only have one passenger per vehicle.

SHOOT +1
Passenger: Gunner 4$ (also: Baby Zipper)
A gunner has a bonus of +1 on the skill check when shooting. This does not apply to throwing
4$ Molotovs.

Passenger: Bomber 5$ (also: Todd Still)


MOLOTOV +1
Similar to using Molotovs, a Bomber may shoot at a vehicle on one of the 4 fields to the left and
the right of the vehicle. This is an action. Additionally, the Bomber has a bonus of +1 on the skill
5$ check for this kind of attack. Dynamite sticks cause 1 damage. They always leave a crater in the
targeted field, even if they don’t hit. crater

FIX
Passenger: Fixer 6$ (also: Tinker Bell)
A Fixer may flip 1 damaged equipment back to its regular side, repairing it. This is an action.
6$ Used up or lost usage chips are not refilled by this. Armor may be repaired.

10/10
scenarios
When playing with ready-made vehicles (at the end of the Scenario section), ignore budget and
forbidden equipment. Some scenarios use special scenario rules:

dangerous area
Some scenarios take place in a dangerous area: When attaching a new board, additionally roll a
die:

1 - no additional effect
2 - randomly distribute 10 wrecks on the whole newly attached board
3 - randomly distribute 10 oil slicks on the road of the newly attached board
4 - randomly distribute 10 craters on the road of the newly attached board
5 - randomly distribute 10 mines on the whole newly attached board
6 - randomly distribute 10 mines on the road of the newly attached board

To ‚randomly distribute’ stuff on a board, either roll an 8-sided die twice, for column and row on
the board, or just drop the stuff from a suitable height. If the stuff should be only on the road,
move it inwards to the corresponding road field.

eat dust
Some scenarios use Eat Dust: vehicles dropping off the back-most board after attaching a new
board to the front are completely removed from the game.

pvp scenarios
Each player is on its own. Only the most manly may win.

Destruction Derby
• Scenario Rules: Dangerous Area, Eat Dust (first game: ignore these)
• Budget per player: 55$ (first game: ignore this)
• Forbidden Equipment: All Tuning (first game: ignore this)
• Victory Conditions: Collect 1 damage marker per damage you inflict on any other car. The damage marker
game is over once all surviving cars have left the fourth board. Whoever collected the most
damage markers wins. In case all players except one die before that, this player wins.

Deathrace
• Scenario Rules: /
• Budget per player: 45$
• Forbidden Equipment: /
2
• Additional Rules: Randomly distribute 4 number chips with the values from 1 to 4 as pedestrian (value 2)
pedestrians on each board, including the two starting boards. Pedestrians have to be killed. They
may be shot or run over. You may shoot at a pedestrian as if it were another vehicle, but detract
the pedestrians value (1-4) from your current skill value. To run over a pedestrian, you “ram”
it, modifying your skill value as if you were shooting at it. If you fail at ramming, the pedestrian
manages to jump aside, and the player to your right picks an adjacent field the pedestrian is
moved to. If you succeed, the pedestrian is killed. If you shot a rocket at a pedestrian, proceed
as if you had tried to run him over. Collect each pedestrian you kill.
• Victory Conditions: After the round the first car leaves the fourth board, the game is over.
Each player receives points equal to the value of all pedestrians he killed plus points for its
vehicle’s position: first place 9 points, second place 6 points, third place 3 points. Ties share the
total of all positions occupied. Most points win.

1/5
obstacle race
• Scenario Rules: Dangerous Area, Eat Dust
• Budget per player: 45$
• Forbidden Equipment: Mine Dropper
• Additional Rules: Randomly place a checkpoint on each of the two starting boards. Each time
a new board is attached, the player in the last position still in the race must place a checkpoint checkpoint
on it. The checkpoint must be at least 2 full fields away from entry and exit border. Each vehicle
must drive over each checkpoint. If a vehicle misses a checkpoint, it is removed from the game
once the board with this checkpoint is removed.
• Victory Conditions: As soon as only one vehicle remains in play, its driver wins.

death heads
• Scenario Rules: /
• Budget per player: 70$
• Forbidden Equipment: All Passengers
• Additional Rules: Shuffle the 12 markers (2 Death Head, 5 Swords, 5 Shields) and randomly
distribute 5 face-down on each board, including the starting board. All vehicles start the game
with deactivated equipment; Spin all equipment markers upside-down to mark this at the start Death Head
of the game. Deactivated equipment may be flipped to avoid damage. Armor starts the game
activated. Every time a vehicle enters a field with one of the markers in it, flip it, apply the effect,
then return it to the hidden supply.
If it is a Sword, activate (spin right-side-up) one of the offensive equipments of this vehicle:
Guns, Rear Guns, Molotovs, Bull Bars, Rockets.
If it is a Shield, activate one of the defensive equipments of this vehicle: Nitro, all Tuning, Mines, Shield
Oil Dispensers.
If it is a Shield or Sword and your vehicle has no matching equipment to activate, you may repair
one equipment damage instead.
If it is a Death Head, the vehicle takes one damage and has to pass a SpinOutCheck. Place a
crater underneath the vehicle.
All activated equipment stays activated until the end of the game. Flipped markers are returned Sword
to the supply. Every time a new board is added, place 5 markers from the hidden supply on it.
• Victory Conditions: Last man standing.

The Pack
• Scenario Rules: Eat Dust
• Budget per player: 45$
• Forbidden Equipment: /
• Additional Rules: One Player is Max. He has a budget of 60$, buys stuff first, has to choose
Max as a driver and sets up first: He starts with a freely picked speed on a freely picked field 4
fields away from the starting edge. Max starts the game. All other players are his pursuers.
• Victory Conditions: Max wins if more than half of his pursuers are destroyed or he leaves the
fifth board. Each pursuer may win by destroying Max, i.e. causes him the deadly damage.

the truck
Use the rules for the Gang scenario Convoy, below. One player, Max, in addition to his regular
vehicle, gets “the bus”, only in this case he just picks a Truck of structure 4 or more. All other
rules stay the same. Non-Max-players collect 1 damage marker for each damage they inflict on
the Truck. If the Truck is destroyed at the end of round 7, the player with the most markers wins.
If not, Max wins.

2/5
gang scenarios
These scenarios require the players to split into 2 gangs of equal size. In the scenario
descriptions, below, the gangs are called A and B. The members have to settle on silly names
for their gangs, though. The members of the same gang may freely exchange their money
during buying stuff.

Games with gangs use a different activation order: The two gangs take turns alternatingly. The
gang taking its turn activates all their vehicles in a freely chosen order. Gang A always starts the
game.

In case of an odd player number, one member of the gang with fewer players must control 2
vehicles. He receives double budget accordingly.

to the gas station


• Scenario Rules: /
• Budget per player: 53$
• Forbidden Equipment Gang A: Supercharger
• Forbidden Equipment Gang B: Guns
• Setup Gang A: on the starting board, more than 4 fields from the entry edge.

2
• Additional Rules: Use the number chips to form a stack of 4 counter chips: The topmost chip
has the number 4, the next one the number 3, then 2, the bottommost 1. Each time a new board
is attached, roll a die: If the number is equal or higher than the topmost chip, the gas station is at
the exit edge of this board, if not, it’s still a bit farther. Either way, remove the topmost chip.
• Victory Conditions: As soon as one vehicle from one gang leaves the board over the edge to number chip (value 2)
the gas station, that gang wins.

Bash
• Scenario Rules: Dangerous Area, Eat Dust
• Budget per player: 56$
• Forbidden Equipment: /
• Additional Rules: Gang A may only enter the starting board in the left half, gang B may only
enter in the right half. The road is excluded from both. After entering the board, the road may
be used regularly. The members of the two gangs sit around the table alternatingly, and activate
their vehicles clockwise.
• Victory Conditions: As soon as one gang is eliminated completely, the other gang wins.

Roadblock
• Scenario Rules: /
• Budget per player: 45$
• Forbidden Equipment Gang A: Nitro
• Forbidden Equipment Gang B: Guns
• Additional Rules: Starting with gang B, the gangs pick and place 5 boards alternatingly. The
gang that picked each board must place 3 wracks on it. No additional boards are attached.
• Setup Gang A: on the starting board, more than 4 fields from the entry edge.
• Victory Conditions: Gang A must keep gang B from breaking through. If, at the end of a
round, the back-most surviving gang B vehicle has passed the front-most surviving gang A
vehicle by at least half a field, gang B wins. Gang A wins if either: One of gang B’s vehicles is
destroyed or all of gang A’s vehicles have left the fifth board.

3/5
Bossfight
• Scenario Rules: Dangerous Area
• Budget per player: 48$
• Forbidden Equipment: /
• Additional Rules: Both gangs secretly pick one of their vehicles in which their boss rides.
Secretly note the name of this vehicle on a piece of paper.
• Victory Conditions: As soon as the boss vehicle of one gang is destroyed, the other gang
wins.

convoy
• Scenario Rules: /
• Budget per player Gang A: 46$
• Budget per player Gang B: 50$
• Forbidden Equipment: /
• Additional Rules: Gang A has an additional, virtual, member driving the Bus. This virtual
member has the same budget as each other player, but must pick the Bus as his vehicle. The
Bus is controlled by the whole of gang A. Inside the Bus, something very important happens
which takes 7 rounds to finish. It’s very secret. Build a stack of 7 damage markers and remove damage marker
one at the start of each round. At the end of round 7, the game ends.
• Victory Conditions: If the bus is destroyed before the end of round 7, gang B wins.
Otherwise, gang A wins.

ready-made vehicles
When playing with ready-made vehicles, ignore budget and forbidden equipment in the scenario
rules. Each of these would cost roughly 50-55$.

Carey Loftin in Some Crappy Sedan


Passenger:Gunner, Tuning:Supercharger, Tuning:Kevlar Brakes, Gun, Gun

Real Don Steele in 58 Delivery Van


Passenger:Bomber, Tuning:Supercharger, Bull Bar (built in), Oil Dispenser, Heavy Armor

Nitro Belle and Tinker Belle in The Truck


Passenger:Fixer (Tinker Belle), Tuning:Stabilizer, Bull Bar(built in), Heavy Armor, Nitro, Gun

Max in Interceptor 2000


Passenger:Gunner, Tuning:Supercharger, Gun

Jericho in Trans-Am 5
Passenger:Fixer, Mine Dropper, Heavy Armor

Ford Pefrect in F-Series Pick-Up


Rear Gun, Rockets, Armor

4/5
solo play
Use the PVP Scenario “The Pack”. You are Max, see above. You should pick Max as the driver
and may pick any vehicle except the SC 335-U. Your adversary is the Berzerk gang. The John
Deere Dealer is always part of it. Randomly pick 3 to 6 more members, re-rolling if you hit a
vehicle you have picked. You control all vehicles and make all rolls.

Members of the berzerk gang always set their speed so they end their move as close as
possible to their preferred target field. They try to stay on the road as much as possible, do
not dodge risk or damage fields and tackle you when you try to pass them. They evade when
rammed unless they have a structure value of 2 or more more than you. They always try to
make one of their preferred actions, in the order of their preference, targeting you, of course.
They assign damage to their own cars in this order: Armor - Empty Usables (Rocket Launchers,
Mine Droppers, Oil Dispensers) - Empty Structure - Nitro - Usables - (Rear) Guns - Bull Bar -
Structure

You start in the middle of the first board, with the members of the berzerk gang around you
on their preferred target fields. You activate first each round, the berzerk gang after you in the
order they are listed below.

Your score is the number of the board you die on, counting the starting board as “1”. If you
manage to get rid of all (destroy or lose) members of the berzerk gang, add 2 to that score. Add
1 to that score for each member of the berzerk gang taking part in the game.

THE BERZERK GANG


BOSS - The John Deere Dealer in SC 335-U
Passenger:Gunner, Surprisingly Large Gun (advanced), Nitro, Heavy Armor (built in)
Target field: 3 fields straight behind Max
Action Preference: Large Gun - Ram - Hand Gun

1 - Carey Loftin in Some Crappy Sedan


Passenger:Gunner, Tuning:Supercharger, Tuning:Stabilizer, Gun, Gun
Target field: 2 fields behind Max, 1 field to the left or right
Action Preference: Gun - Hand Gun

2 - Real Don Steele in 58 Delivery Van


Passenger:Bomber, Tuning:Supercharger, Bull Bar (built in), Oil Dispenser, Heavy Armor
Target field: 4 fields straight in front of Max
Action Preference: Oil - Bomb - Ram - Hand Gun

3 - Nitro Belle and Tinker Belle in The Truck


Passenger:Fixer (Tinker Belle), Tuning:Stabilizer, Bull Bar(built in), Heavy Armor, Nitro, Gun
Target field: directly left or right behind Max
Action Preference: Fix - Ram - Gun - Hand Gun

4 - Jericho in Trans-Am 5
Passenger:Fixer, Mine Dropper, Heavy Armor
Target field: 4 fields in front of Max, 1 field to the left or right
Action Preference: Fix - Mine - Hand Gun

5 - Ford Pefrect in F-Series Pick-Up


Rear Gun, Rockets, Armor
Target field: 2 fields in front of Max, 1 field to the left or right
Action Preference: Rear Gun - Rocket - Hand Gun

6 - Prudence Razor in Corvette Pursuit


Passenger:Bomber, Tuning:Kevlar Brakes, Heavy Armor, Nitro (built in)
Target field: directly left or right behind Max
Action Preference: Bomb - Hand Gun

5/5
advanced and optional rules
buying stuff
Each scenario grants a certain budget in dollars to each player, which may be spent on vehicles,
drivers and equipment. All of those have a price in dollar printed on them. Some scenarios have
forbidden equipment; those may not be purchased for this scenario.

You need to buy one driver per vehicle and vice versa.

You must build all equipment you bought into a vehicle.

If your group is into that kind of thing and can’t settle this stuff any other way, do drafting: One
player drafts his vehicle from the whole stack, passes the rest to the left. The player to his right
drafts a driver from the whole stack, passes the rest to the right. Continue until everybody has
vehicle and driver.

Generally, you can only buy what you got markers for. If multiple players want to purchase
the same equipment, the player having spent less so far may buy it. In case of a tie, roll a die:
Whoever rolls higher may buy the thing. Or ignore all of this and just print out more.

evade
The target vehicle of a successful ramming attack may try to evade actively: Its driver takes a
SpinOut Check. On a success, the vehicle evades into one of the 3 fields in driving direction. On
a failure, it stays in its field, suffers a SpinOut, and is rammed regularly.

tackle
If a vehicle passes another vehicle, i.e. drives into the field directly next to its front (left or right),
the passed vehicle may tackle the passing vehicle. The passed vehicle may immediately and for
free ram the passing vehicle. See ram. If the passing vehicle evades, no ramming occurs. The
evading does not count towards the passing vehicle’s movement. (also see diagram under Ram)

(
drift experimental )
At any point during your movement, you may decide to start to drift. Decide if you drift to the left
or right and turn your car by 60 degrees to face into that direction, forward. Immediately take a
SpinOutCheck. If successfull, the vehicle will start to drift. Use the rest of your movement for this
turn to move the vehicle straight ahead. While drifting, you may decide to stop to drift anytime
and turn your car back to face forward. At the end of your turn, you automatically stop drifting.

While drifting, all your firing zones are turned 60 degrees to the left or right, allowing you to
target vehicles there. There is no other effect. Oh, it looks fucking cool.

cinematic pursuit mode experimental ( )


At any point during your movement, if you are immediately behind another vehicle, you may
decide to start pursuing it as your driver’s action for this turn. The rest of your movement is lost.
During the pursued vehicle’s next activation, you stay right behind it. You may not decide to stop
pursuit. Your actual speed does not matter. Be warned: This may lead to unintentional driving
through damage fields, ramming attacks, or collisions, and quite possibly SpinOut Checks. Only
a SpinOut or total annihilation of the pursuing vehicle will stop pursuit mode.

If a pursued vehicle suffers a SpinOut, the pursuing vehicle immediately rams it.

If you start a turn in pursuit mode, either take a regular turn (using the pursued vehicle’s speed
as your starting speed) or stay in pursuit mode. If you do the latter, only your passenger may
take an action, and your turn is over.

rough draft campaign


Play multiple games. Only use budget of first scenario to buy stuff. After each game, receive
money, amount based on placement. Repair costs are some fraction of buy cost. May never
change driver (that is you), but sell and buy vehicles and like-new equipment. Sell cost is half
buy cost. Usage chips cost something. May store stuff and not build it into vehicles. 1/3
rough draft surprise cards !
A deck of cards each player may buy some number from at the start of the scenario. Each card
costs 0.5 or 1$. Cards are drawn from a well-shuffled stack. They grant nasty surprises and
lucky breaks and mention when they may be played during the game. Examples are sudden
engine failures, jammed weapons, free ammo refills, animals suddenly appearing on the road,
freaking passengers, suddenly appearing risks or dangers, instant-repairs, dust clouds making
shooting impossible, etc.

advanced and experimental EQUIPMENT 6$


rear mounted rocket launchers 6$
Same as Rocket Launcher, but fires backwards in a straight line from the back of the vehicle. x3
REAR

shrapnel Dispenser 2$ 2$
Firing shrapnel is an action. Each adjacent vehicle must pass a SpinOutTest with a -1 malus.
Shrapnel does no damage.

hazer 2$
Place 5 haze chips on each Hazer. x5

When another player targets you with any kind of weapon that requires him to pass a skill check
you may discard any number of haze chips. Each haze chip gives your opponent a malus of -1 2$
on that skill check. haze

Surprisingly Large gun 10$


Surprisingly Large Guns may be used to shoot at the first car on one of the 6 fields in a straight
line in front of the vehicle. This counts as 1 action. Each hit from a Surprisingly Large Gun 10$
causes 3 damage. Firing a Surprisingly Large Gun requires an immediate SpinOutCheck.

Each Surprisingly Large Gun takes up 2 adjacent slots on the vehicle. It may be flipped to avoid
up to 2 damage from one hit.

mortar 8$
Mortars may target any field on the current and next board. This counts as 1 action. Hitting the
field requires a skill check. On a fail, the shell scatters a total of (7 - your current skill) fields. Roll
8$
a D6 for direction. Each vehicle in the hit field suffers 2 damage. This vehicle and any vehicle
in an adjacent field must check for SpinOut immediately. Place a crater in the hit field. Firing a
Mortar requires an immediate SpinOutCheck.

Each Mortar takes up 2 adjacent slots on the vehicle. It may be flipped to avoid up to 2 damage
from one hit.
2$

Tuning: enforced frame 2$


You may place 1 regular equipment chip on Enforced Frame instead of on a regular slot. You
may flip the equipment chip placed on Enforced Frame to avoid 1 damage.

Monster Tires 3$ HANDLING +1

Road Handling +1. This basically turns the leftmost black number of this vehicle white. Each
vehicle may only have 1 set of Monster Tires. Optionally, these crazy Tires might count as
4$
Tuning, but on the other hand, they are large. Monster-sized large.

Passenger: sniper 8$
A Sniper has a bonus of +2 on the skill check when shooting with Guns or Rear Guns. This
does not apply to any shooting the driver does. When you hit with the Sniper, you may pick
which equipment is destroyed. You may not destroy Armor with usage chips left on them.

2/3
scifi shit2$ Yeah, some of those do not yet
Using the SciFi Shit is an action. All vehicles not more than 2 spaces away adjust their speed have markers. Call me lazy. Or
down by 2. Nobody knows how this works or why. Or if it might be useful. just use other things as markers
for those if you really want to use
them.
low grade heavy gun 4$
Low Grade Heavy Guns may be used to shoot at the first car on one of the 4 fields in a straight
line in front of the vehicle and cause 2 damage. On a roll-to-hit of 6, they unfortunately explode
and are flipped to their “destroyed side”.

tuning: bonnet rifle 5$


A Bonnet Rifle may be used to shoot at the first car on one of the 2 fields in a straight line in
front of the vehicle and causes 1 damage.

military grade armor 3$


Place 3 armor plates on each Heavy Armor. Armor plates may be discarded to avoid 1 damage
each.

Spike dropper 2$
Place 3 spike chips on each Spike Dropper.

Dropping a line of spikes is an action and works exactly as dropping oil slicks. Spikes are risk
fields. If a vehicle enters a field with a spike, it additionally has to reduce its speed by 2.

advanced vehicle keywords


motorcycle
Vehicles with this keyword are motorcycles and may never have any tuning equipment.

pick up
Vehicles with this keyword are pick up trucks and can have additional passengers on their cargo
area. Place each passenger after the first one into an equipment slot, as you woud regular
equipment. These passengers may be shot and flipped for damage. These passengers may use
their hand guns to shoot at any of the three fields in the back of the car. Additional passengers
grant additional actions. Driver and additional passengers do not have to take their actions at
the same time. Driver and additional passengers may not use the same part of equipment for
their actions during the same turn.

long
Vehicles with this keyword are exceptionally long and occupy two fields (behind each other)
instead of one. This increases their Molotov-area to a total of 6 fields, and their tackle zone to
the 4 fields front and center left and right. When driving over risk or danger fields, they only
need to check once per such field, but also have to check for ones only their back half passes
over as well (when changing lanes, for example)

spacious
Vehicles with this keyword have a lot of space available for passengers inside. They can have
up to 3 additional passengers (granting additional actions, see above under Pick Up) total, and
those may use their hand guns to shoot at any adjacent field except the one in front of the
vehicle. As usual, the passengers do not take up slots.

3/3
cheat sheet
a round Page 4
activate all vehicles from front left to back right

activation Page 4/5


1 set speed: leave as-is, accelerate by 1, decelerate by up to 2
2 drive
driver and passenger may each take one action while driving

ram / tackle Page 5


not an action
Skill Check success: chose target field and ram
vehicle with 2 or more weaker structure receives 1 damage
Skill Check failure: target may evade

skill checks Page 7


roll a die and compare to current skill value (plus bonus): equal or less means success
base skill value of 7 means automatic success, without rolling a die
base skill value of 0 means automatic failure, without rolling a die
when rolling, a 6 is always a failure, a 1 is always a success

spinout checks Page 7


skill check: failure leads to SpinOut in current field
turn vehicle to face backwards, lose remaining movement
start next activation with a speed of 0

damage Page 8
assign each point of damage separately:
Either discard an armor chip
OR flip an undamaged equipment
OR slide driver card one square to the left
If driver card’s right edge is slid by the skull, the vehicle is destroyed

risk fields Page 7


require SpinOut check

damage fields Page 8


require SpinOut check firing arcs
cause 1 automatic damage

obstacles Page 8
may not be entered
cause damage equal to current speed in case of collision

Off Road Page 7


enter or start turn: if Skill Check fails, reduce speed by one (min 1)
enter or start turn while speed in black area: SpinOut Check

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